The era of sandbox MMO has apparently come to an end. Despite the emotions many of us felt when exploring and living worlds like Vana’diel and the original Azeroth from WoW, we are now deep in the era of pure theme park, something which is not bad per se. Nonetheless, these days I tend to reminisce some nuances of that particular world: in between leveling parties, camping NMs and other amenities, the thing I miss the most is job “imbalance”. When there’s next to zero balance, or it just isn’t the main focus of combat designers, everything becomes unique, from Teleports being WHM exclusive to proper support classes, just like traditional RDM, from pursuing legendary items like Optical Hat/Scorpion Harness to the huge range of buffs and debuffs avalaible back in the day.
But I don’t want to plunge into memories, I know that XIV has never been like that. What I noticed is that, lately, a good 50% of discussions in this forum tend to gravitate around balance. Everyone is pursuing balance, players and devs alike: the vast majority of the people involved in the game constantly want jobs tuned up or nerfed, while at the same time keeping the gameplay experience simple, fun and interactive, which is a really ambitious objective. Does pure balance even exist? I don’t think so: min/maxers and hardcore dedicated players will always find a meta or compile a tier list; it happens in MOBAs with tons of different heroes, it happens in fighting games with 70 chars like Super Smash Bros, of course it will happen in a MMO. Shadowbringers 5.x is arguably one of the most balanced patch to ever grace FFXIV. What did we sacrifice for the sake of balance?
Identity was left behind in favour of homogenization which, again, is not bad per se. It’s the easiest way to pursue balance, make every job’s potential roughly the same, relegating the differences just in small numbers. If you think about it, the jobs currently struggling are the ones who coulnd’t be traditionally homogenised because they had the most unique identities: SMN, the only pet class, NIN, the first ‘pure support and utility’ class, and DNC, which basicallly stole the balance problem from Bards. Again, I don’t think homogenisation is necessarily a problem, but we learnt from other MMOs that it’s somewhat dangerous, and it may hurt the ‘feeling’ of the game in the long term (think about WoW subscribers going downhill and the impact of the classic version announcement), because class identity is a big part of MMOs success. Either way, pursuing balance through homozenisation is the indicator of a bigger problem, a problem I think is crucial when thinking about the future of the game.
And that problem is the staleness of encounter design. Every single choice in terms of balance, class design and homogenisation was taken just because the devs sticked to the same encounter model from day 1. Imagine a different world: in a world with mob kiting, ranged jobs would be mandatory; in a world where healers are needed to separate ways from the rest of the group, RDM heals and actions like raise would be a hundred times more meta definining than DPS numbers. Don’t get me wrong, I like combat in this game, but I think the current system with circular/square arenas and (interesting and challenging) mechanics is basically gutting class design. Every class is tailored around DPS numbers because every activity in the game gravitate towards this dicretion. By patch 5.1 we will probably be playing 3 jobs instead of 3 roles, the differences being just in rotation nuances; the question that worries me is: what will happen in the next patches? Will we ever reach the desired “perfect and purely balanced” world, where in return it doesn’t matter at all which job you choose to play?
There are so many things that I’d like to discuss. We could talk about the loss of class identity that healers are living, being bloated with healing skills that are unable to find space in high end content because current encounters aren’t crafted with that in mind. We could talk about how much streamlined is the progression system, with no space at all for choices and nuances, or about how every utility and every job’s little shade is rapidly becoming nothing but a number. I don’t know if i’m living a sort of “middle playtime crisis” or something, I just wanted to share and know your opinion. Also, sorry for my poor english.
TL;DR: Homogenisation may seem the answer to balance problems, but instead it’s the indicator of a much bigger problem: the lack of variety and nuances in encounter and activity design.